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    <div class="refentry" id="glSamplerParameter">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glSamplerParameter — set sampler parameters</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glSamplerParameterf</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">sampler</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLfloat <var class="pdparam">param</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glSamplerParameteri</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">sampler</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">param</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glSamplerParameterfv</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">sampler</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLfloat * <var class="pdparam">params</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glSamplerParameteriv</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">sampler</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLint * <var class="pdparam">params</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glSamplerParameterIiv</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">sampler</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLint *<var class="pdparam">params</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glSamplerParameterIuiv</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">sampler</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLuint *<var class="pdparam">params</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>sampler</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the sampler object whose parameter to modify.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>pname</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the symbolic name of a single-valued sampler parameter.
                    <em class="parameter"><code>pname</code></em> can be one of the following:
                    <code class="constant">GL_TEXTURE_WRAP_S</code>,
                    <code class="constant">GL_TEXTURE_WRAP_T</code>,
                    <code class="constant">GL_TEXTURE_WRAP_R</code>,
                    <code class="constant">GL_TEXTURE_MIN_FILTER</code>,
                    <code class="constant">GL_TEXTURE_MAG_FILTER</code>,
                    <code class="constant">GL_TEXTURE_MIN_LOD</code>,
                    <code class="constant">GL_TEXTURE_MAX_LOD</code>,
                    <code class="constant">GL_TEXTURE_COMPARE_MODE</code>,
                    <code class="constant">GL_TEXTURE_COMPARE_FUNC</code>.
                </p>
              <p>
                    For the vector commands
                    (<code class="function">glSamplerParameter*v</code>),
                  <em class="parameter"><code>pname</code></em> can also be 
                  <code class="constant">GL_TEXTURE_BORDER_COLOR</code>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>param</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    For the scalar commands, specifies the value of
                    <em class="parameter"><code>pname</code></em>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>params</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    For the vector commands
                    (<code class="function">glSamplerParameter*v</code>), specifies a
                    pointer to an array where the value or values of
                    <em class="parameter"><code>pname</code></em> are stored.
                </p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            <code class="function">glSamplerParameter</code> assigns the value or values in <em class="parameter"><code>params</code></em> to the sampler parameter
            specified as <em class="parameter"><code>pname</code></em>.
            <em class="parameter"><code>sampler</code></em> specifies the sampler object to be modified, and must be the name of a sampler object previously
            returned from a call to <a class="citerefentry" href="glGenSamplers.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenSamplers</span></span></a>.
            The following symbols are accepted in <em class="parameter"><code>pname</code></em>:
        </p>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_MIN_FILTER</code>
              </span>
            </dt>
            <dd>
              <p>
                        The texture minifying function is used whenever the pixel being textured
                        maps to an area greater than one texture element.
                        There are six defined minifying functions.
                        Two of them use the nearest one or nearest four texture elements
                        to compute the texture value.
                        The other four use mipmaps.
                    </p>
              <p>
                        A mipmap is an ordered set of arrays representing the same image
                        at progressively lower resolutions.
                        If the texture has dimensions
                        <math overflow="scroll">
                            
                            <mrow>
                                <msup><mn>2</mn>
                                <mi mathvariant="italic">n</mi>
                                </msup>
                                <mo>×</mo>
                                <msup><mn>2</mn>
                                <mi mathvariant="italic">m</mi>
                                </msup>
                            </mrow>
                        </math>,
                        there are
                        <math overflow="scroll">
                            
                            <mrow>
                                <mrow>
                                    <mi mathvariant="italic">max</mi>
                                    <mo>⁡</mo>
                                    <mfenced open="(" close=")">
                                        <mi mathvariant="italic">n</mi>
                                        <mi mathvariant="italic">m</mi>
                                    </mfenced>
                                </mrow>
                                <mo>+</mo>
                                <mn>1</mn>
                            </mrow>
                        </math>
                        mipmaps.
                        The first mipmap is the original texture,
                        with dimensions
                        <math overflow="scroll">
                            
                            <mrow>
                                <msup><mn>2</mn>
                                <mi mathvariant="italic">n</mi>
                                </msup>
                                <mo>×</mo>
                                <msup><mn>2</mn>
                                <mi mathvariant="italic">m</mi>
                                </msup>
                            </mrow>
                        </math>.
                        Each subsequent mipmap has dimensions
                        <math overflow="scroll">
                            
                            <mrow>
                                <msup><mn>2</mn>
                                <mfenced open="" close="">
                                    <mrow>
                                        <mi mathvariant="italic">k</mi>
                                        <mo>-</mo>
                                        <mn>1</mn>
                                    </mrow>
                                </mfenced>
                                </msup>
                                <mo>×</mo>
                                <msup><mn>2</mn>
                                <mfenced open="" close="">
                                    <mrow>
                                        <mi mathvariant="italic">l</mi>
                                        <mo>-</mo>
                                        <mn>1</mn>
                                    </mrow>
                                </mfenced>
                                </msup>
                            </mrow>
                        </math>,
                        where
                        <math overflow="scroll">
                            
                            <mrow>
                                <msup><mn>2</mn>
                                <mi mathvariant="italic">k</mi>
                                </msup>
                                <mo>×</mo>
                                <msup><mn>2</mn>
                                <mi mathvariant="italic">l</mi>
                                </msup>
                            </mrow>
                        </math>
                        are the dimensions of the previous mipmap,
                        until either
                        <math overflow="scroll">
                            
                            <mrow>
                                <mi mathvariant="italic">k</mi>
                                <mo>=</mo>
                                <mn>0</mn>
                            </mrow>
                        </math>
                        or
                        <math overflow="scroll">
                            
                            <mrow>
                                <mi mathvariant="italic">l</mi>
                                <mo>=</mo>
                                <mn>0</mn>
                            </mrow>
                        </math>.
                        At that point,
                        subsequent mipmaps have dimension
                        <math overflow="scroll">
                            
                            <mrow>
                                <mn>1</mn>
                                <mo>×</mo>
                                <msup><mn>2</mn>
                                <mfenced open="" close="">
                                    <mrow>
                                        <mi mathvariant="italic">l</mi>
                                        <mo>-</mo>
                                        <mn>1</mn>
                                    </mrow>
                                </mfenced>
                                </msup>
                            </mrow>
                        </math>
                        or
                        <math overflow="scroll">
                            
                            <mrow>
                                <msup><mn>2</mn>
                                <mfenced open="" close="">
                                    <mrow>
                                        <mi mathvariant="italic">k</mi>
                                        <mo>-</mo>
                                        <mn>1</mn>
                                    </mrow>
                                </mfenced>
                                </msup>
                                <mo>×</mo>
                                <mn>1</mn>
                            </mrow>
                        </math>
                        until the final mipmap,
                        which has dimension
                        <math overflow="scroll">
                            
                            <mrow>
                                <mn>1</mn>
                                <mo>×</mo>
                                <mn>1</mn>
                            </mrow>
                        </math>.
                        To define the mipmaps, call <a class="citerefentry" href="glTexStorage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexStorage2D</span></span></a>, <a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
                         <a class="citerefentry" href="glTexStorage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexStorage2D</span></span></a>, <a class="citerefentry" href="glTexImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>,
                        or <a class="citerefentry" href="glCopyTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>
                        with the <span class="emphasis"><em>level</em></span> argument indicating the order of the mipmaps.
                        Level 0 is the original texture;
                        level
                        <math overflow="scroll">
                            
                            <mrow>
                                <mi mathvariant="italic">max</mi>
                                <mo>⁡</mo>
                                <mfenced open="(" close=")">
                                    <mi mathvariant="italic">n</mi>
                                    <mi mathvariant="italic">m</mi>
                                </mfenced>
                            </mrow>
                        </math>
                        is the final
                        <math overflow="scroll">
                            
                            <mrow>
                                <mn>1</mn>
                                <mo>×</mo>
                                <mn>1</mn>
                            </mrow>
                        </math>
                        mipmap.
                    </p>
              <p>
                        <em class="parameter"><code>params</code></em> supplies a function for minifying the texture as one of the
                        following:
                        </p>
              <div class="variablelist">
                <dl class="variablelist">
                  <dt>
                    <span class="term">
                      <code class="constant">GL_NEAREST</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Returns the value of the texture element that is nearest
                                        (in Manhattan distance)
                                        to the center of the pixel being textured.
                                    </p>
                  </dd>
                  <dt>
                    <span class="term">
                      <code class="constant">GL_LINEAR</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Returns the weighted average of the four texture elements
                                        that are closest to the center of the pixel being textured.
                                    </p>
                  </dd>
                  <dt>
                    <span class="term">
                      <code class="constant">GL_NEAREST_MIPMAP_NEAREST</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Chooses the mipmap that most closely matches the size of the pixel
                                        being textured and uses the <code class="constant">GL_NEAREST</code> criterion
                                        (the texture element nearest to the center of the pixel)
                                        to produce a texture value.
                                    </p>
                  </dd>
                  <dt>
                    <span class="term">
                      <code class="constant">GL_LINEAR_MIPMAP_NEAREST</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Chooses the mipmap that most closely matches the size of the pixel
                                        being textured and uses the <code class="constant">GL_LINEAR</code> criterion
                                        (a weighted average of the four texture elements that are closest
                                        to the center of the pixel)
                                        to produce a texture value.
                                    </p>
                  </dd>
                  <dt>
                    <span class="term">
                      <code class="constant">GL_NEAREST_MIPMAP_LINEAR</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Chooses the two mipmaps that most closely match the size of the pixel
                                        being textured and uses the <code class="constant">GL_NEAREST</code> criterion
                                        (the texture element nearest to the center of the pixel)
                                        to produce a texture value from each mipmap.
                                        The final texture value is a weighted average of those two values.
                                    </p>
                  </dd>
                  <dt>
                    <span class="term">
                      <code class="constant">GL_LINEAR_MIPMAP_LINEAR</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Chooses the two mipmaps that most closely match the size of the pixel
                                        being textured and uses the <code class="constant">GL_LINEAR</code> criterion
                                        (a weighted average of the four texture elements that are closest
                                        to the center of the pixel)
                                        to produce a texture value from each mipmap.
                                        The final texture value is a weighted average of those two values.
                                    </p>
                  </dd>
                </dl>
              </div>
              <p>
                    </p>
              <p>
                        As more texture elements are sampled in the minification process,
                        fewer aliasing artifacts will be apparent.
                        While the <code class="constant">GL_NEAREST</code> and <code class="constant">GL_LINEAR</code> minification functions can be
                        faster than the other four,
                        they sample only one or four texture elements to determine the texture value
                        of the pixel being rendered and can produce moire patterns
                        or ragged transitions.
                        The initial value of <code class="constant">GL_TEXTURE_MIN_FILTER</code> is
                        <code class="constant">GL_NEAREST_MIPMAP_LINEAR</code>.
                    </p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_MAG_FILTER</code>
              </span>
            </dt>
            <dd>
              <p>
                        The texture magnification function is used when the pixel being textured
                        maps to an area less than or equal to one texture element.
                        It sets the texture magnification function to either <code class="constant">GL_NEAREST</code>
                        or <code class="constant">GL_LINEAR</code> (see below). <code class="constant">GL_NEAREST</code> is generally faster
                        than <code class="constant">GL_LINEAR</code>,
                        but it can produce textured images with sharper edges
                        because the transition between texture elements is not as smooth.
                        The initial value of <code class="constant">GL_TEXTURE_MAG_FILTER</code> is <code class="constant">GL_LINEAR</code>.
                        </p>
              <div class="variablelist">
                <dl class="variablelist">
                  <dt>
                    <span class="term">
                      <code class="constant">GL_NEAREST</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Returns the value of the texture element that is nearest
                                        (in Manhattan distance)
                                        to the center of the pixel being textured.
                                    </p>
                  </dd>
                  <dt>
                    <span class="term">
                      <code class="constant">GL_LINEAR</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Returns the weighted average of the four texture elements
                                        that are closest to the center of the pixel being textured.
                                    </p>
                  </dd>
                </dl>
              </div>
              <p>
                    </p>
            </dd>
          </dl>
        </div>
        <p>
        </p>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_MIN_LOD</code>
              </span>
            </dt>
            <dd>
              <p>
                        Sets the minimum level-of-detail parameter.  This floating-point value
                        limits the selection of highest resolution mipmap (lowest mipmap
                        level). The initial value is -1000.
                    </p>
            </dd>
          </dl>
        </div>
        <p>
        </p>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_MAX_LOD</code>
              </span>
            </dt>
            <dd>
              <p>
                        Sets the maximum level-of-detail parameter.  This floating-point value
                        limits the selection of the lowest resolution mipmap (highest mipmap
                        level). The initial value is 1000.
                    </p>
            </dd>
          </dl>
        </div>
        <p>
        </p>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_WRAP_S</code>
              </span>
            </dt>
            <dd>
              <p>
                        Sets the wrap parameter for texture coordinate
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
                        to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_MIRRORED_REPEAT</code>, <code class="constant">GL_REPEAT</code>, or
                        <code class="constant">GL_CLAMP_TO_BORDER</code>. 
                    </p>
              <p>    
                        <code class="constant">GL_CLAMP_TO_EDGE</code> causes
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
                        coordinates to be clamped to the
                        range
                        <math overflow="scroll">
                            
                            <mfenced open="[" close="]">
                                <mfenced open="" close="">
                                    <mrow>
                                        <mfrac>
                                            <mn>1</mn>
                                            <mrow>
                                                <mn>2</mn><mi mathvariant="italic">N</mi>
                                            </mrow>
                                        </mfrac>
                                    </mrow>
                                </mfenced>
                                <mrow>
                                    <mn>1</mn>
                                    <mo>-</mo>
                                    <mfenced open="" close="">
                                        <mrow>
                                            <mfrac>
                                                <mn>1</mn>
                                                <mrow>
                                                    <mn>2</mn><mi mathvariant="italic">N</mi>
                                                </mrow>
                                            </mfrac>
                                        </mrow>
                                    </mfenced>
                                </mrow>
                            </mfenced>
                        </math>,
                        where
                        <math overflow="scroll"><mi mathvariant="italic">N</mi></math>
                        is the size
                        of the texture in the direction of clamping.  
                    </p>
              <p> 
                        <code class="constant">GL_REPEAT</code> causes the
                        integer part of the
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
                        coordinate to be ignored; the GL uses only the
                        fractional part, thereby creating a repeating pattern.
                    </p>
              <p> 
                        <code class="constant">GL_MIRRORED_REPEAT</code> causes the
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
                        coordinate to be set to the
                        fractional part of the texture coordinate if the integer part of
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
                        is
                        even; if the integer part of
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
                        is odd, then the
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
                        texture coordinate is
                        set to
                        <math overflow="scroll">
                            
                            <mrow>
                                <mn>1</mn>
                                <mo>-</mo>
                                <mrow>
                                    <mi mathvariant="italic">frac</mi>
                                    <mo>⁡</mo>
                                    <mfenced open="(" close=")">
                                        <mi mathvariant="italic">s</mi>
                                    </mfenced>
                                </mrow>
                            </mrow>
                        </math>,
                        where
                        <math overflow="scroll">
                            
                            <mrow>
                                <mi mathvariant="italic">frac</mi>
                                <mo>⁡</mo>
                                <mfenced open="(" close=")">
                                    <mi mathvariant="italic">s</mi>
                                </mfenced>
                            </mrow>
                        </math>
                        represents the fractional part of
                        <math overflow="scroll"><mi mathvariant="italic">s</mi></math>.
                    </p>
              <p> 
                        <code class="constant">GL_CLAMP_TO_BORDER</code> evaluates <math overflow="scroll"><mi mathvariant="italic">s</mi></math> coordinates in a similar manner to <code class="constant">GL_CLAMP_TO_EDGE</code>.
                        However, in cases where clamping would have occurred in <code class="constant">GL_CLAMP_TO_EDGE</code> mode, the fetched texel data
                        is substituted with the values specified by <code class="constant">GL_TEXTURE_BORDER_COLOR</code>.
                    </p>
              <p> 
                        Initially, <code class="constant">GL_TEXTURE_WRAP_S</code> is set to <code class="constant">GL_REPEAT</code>.
                    </p>
            </dd>
          </dl>
        </div>
        <p>
        </p>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_WRAP_T</code>
              </span>
            </dt>
            <dd>
              <p>
                        Sets the wrap parameter for texture coordinate
                        <math overflow="scroll"><mi mathvariant="italic">t</mi></math>
                        to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_MIRRORED_REPEAT</code>, <code class="constant">GL_REPEAT</code>, or
                        <code class="constant">GL_CLAMP_TO_BORDER</code>.  See the discussion under <code class="constant">GL_TEXTURE_WRAP_S</code>.
                        Initially, <code class="constant">GL_TEXTURE_WRAP_T</code> is set to <code class="constant">GL_REPEAT</code>.
                    </p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_WRAP_R</code>
              </span>
            </dt>
            <dd>
              <p>
                        Sets the wrap parameter for texture coordinate
                        <math overflow="scroll"><mi mathvariant="italic">r</mi></math>
                        to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_MIRRORED_REPEAT</code>, <code class="constant">GL_REPEAT</code>, or
                        <code class="constant">GL_CLAMP_TO_BORDER</code>.  See the discussion under <code class="constant">GL_TEXTURE_WRAP_S</code>.
                        Initially, <code class="constant">GL_TEXTURE_WRAP_R</code> is set to <code class="constant">GL_REPEAT</code>.
                    </p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_COMPARE_MODE</code>
              </span>
            </dt>
            <dd>
              <p>
                        Specifies the texture comparison mode for currently bound textures.
                        That is, a texture whose base internal format is <code class="constant">GL_DEPTH_COMPONENT</code> or
                                                <code class="constant">GL_DEPTH_STENCIL</code>; see
                        <a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>)
                        Permissible values are:
                        </p>
              <div class="variablelist">
                <dl class="variablelist">
                  <dt>
                    <span class="term">
                      <code class="constant">GL_COMPARE_REF_TO_TEXTURE</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Specifies that the interpolated and clamped
                                        <math overflow="scroll"><mi mathvariant="italic">r</mi></math>
                                        texture coordinate should
                                        be compared to the value in the currently bound texture.  See the
                                        discussion of <code class="constant">GL_TEXTURE_COMPARE_FUNC</code> for details of how the comparison
                                        is evaluated.  The result of the comparison is assigned to the red channel.
                                    </p>
                  </dd>
                  <dt>
                    <span class="term">
                      <code class="constant">GL_NONE</code>
                    </span>
                  </dt>
                  <dd>
                    <p>
                                        Specifies that the red channel should be assigned the
                                        appropriate value from the currently bound texture.
                                    </p>
                  </dd>
                </dl>
              </div>
              <p>
                    </p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_COMPARE_FUNC</code>
              </span>
            </dt>
            <dd>
              <p>
                        Specifies the comparison operator used when <code class="constant">GL_TEXTURE_COMPARE_MODE</code> is
                        set to <code class="constant">GL_COMPARE_REF_TO_TEXTURE</code>.  Permissible values are:
                        </p>
              <div class="informaltable">
                <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
                  <colgroup>
                    <col style="text-align: left; "/>
                    <col style="text-align: left; "/>
                  </colgroup>
                  <thead>
                    <tr>
                      <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                            <span class="bold"><strong> Texture Comparison Function </strong></span>
                                        </th>
                      <th style="text-align: left; border-bottom: 2px solid ; ">
                                            <span class="bold"><strong> Computed result </strong></span>
                                        </th>
                    </tr>
                  </thead>
                  <tbody>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                        <code class="constant">GL_LEQUAL</code>
                                        </td>
                      <td style="text-align: left; border-bottom: 2px solid ; ">
                                            <math overflow="scroll">
                                                
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mfenced open="{" close="">
                                                        <mrow>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mn>1.0</mn>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mn>0.0</mn>
                                                                </mtd></mtr>
                                                            </mtable>
                                                            <mo>⁢  </mo>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&lt;=</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&gt;</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                            </mtable>
                                                        </mrow>
                                                    </mfenced>
                                                </mrow>
                                            </math>
                                        </td>
                    </tr>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                        <code class="constant">GL_GEQUAL</code>
                                        </td>
                      <td style="text-align: left; border-bottom: 2px solid ; ">
                                            <math overflow="scroll">
                                                
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mfenced open="{" close="">
                                                        <mrow>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mn>1.0</mn>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mn>0.0</mn>
                                                                </mtd></mtr>
                                                            </mtable>
                                                            <mo>⁢  </mo>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&gt;=</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&lt;</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                            </mtable>
                                                        </mrow>
                                                    </mfenced>
                                                </mrow>
                                            </math>
                                        </td>
                    </tr>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                        <code class="constant">GL_LESS</code>
                                        </td>
                      <td style="text-align: left; border-bottom: 2px solid ; ">
                                            <math overflow="scroll">
                                                
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mfenced open="{" close="">
                                                        <mrow>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mn>1.0</mn>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mn>0.0</mn>
                                                                </mtd></mtr>
                                                            </mtable>
                                                            <mo>⁢  </mo>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&lt;</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&gt;=</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                            </mtable>
                                                        </mrow>
                                                    </mfenced>
                                                </mrow>
                                            </math>
                                        </td>
                    </tr>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                        <code class="constant">GL_GREATER</code>
                                        </td>
                      <td style="text-align: left; border-bottom: 2px solid ; ">
                                            <math overflow="scroll">
                                                
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mfenced open="{" close="">
                                                        <mrow>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mn>1.0</mn>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mn>0.0</mn>
                                                                </mtd></mtr>
                                                            </mtable>
                                                            <mo>⁢  </mo>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&gt;</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>&lt;=</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                            </mtable>
                                                        </mrow>
                                                    </mfenced>
                                                </mrow>
                                            </math>
                                        </td>
                    </tr>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                        <code class="constant">GL_EQUAL</code>
                                        </td>
                      <td style="text-align: left; border-bottom: 2px solid ; ">
                                            <math overflow="scroll">
                                                
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mfenced open="{" close="">
                                                        <mrow>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mn>1.0</mn>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mn>0.0</mn>
                                                                </mtd></mtr>
                                                            </mtable>
                                                            <mo>⁢  </mo>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>=</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>≠</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                            </mtable>
                                                        </mrow>
                                                    </mfenced>
                                                </mrow>
                                            </math>
                                        </td>
                    </tr>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                        <code class="constant">GL_NOTEQUAL</code>
                                        </td>
                      <td style="text-align: left; border-bottom: 2px solid ; ">
                                            <math overflow="scroll">
                                                
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mfenced open="{" close="">
                                                        <mrow>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mn>1.0</mn>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mn>0.0</mn>
                                                                </mtd></mtr>
                                                            </mtable>
                                                            <mo>⁢  </mo>
                                                            <mtable>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>≠</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                                <mtr><mtd>
                                                                    <mrow>
                                                                        <mi mathvariant="italic">r</mi>
                                                                        <mo>=</mo>
                                                                        <mfenced open="" close="">
                                                                            <msub><mi mathvariant="italic">D</mi>
                                                                            <mi mathvariant="italic">t</mi>
                                                                            </msub>
                                                                        </mfenced>
                                                                    </mrow>
                                                                </mtd></mtr>
                                                            </mtable>
                                                        </mrow>
                                                    </mfenced>
                                                </mrow>
                                            </math>
                                        </td>
                    </tr>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                                        <code class="constant">GL_ALWAYS</code>
                                        </td>
                      <td style="text-align: left; border-bottom: 2px solid ; ">
                                            <math overflow="scroll">
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mi>1.0</mi>
                                                </mrow>
                                                </math>
                                        </td>
                    </tr>
                    <tr>
                      <td style="text-align: left; border-right: 2px solid ; ">
                                        <code class="constant">GL_NEVER</code>
                                        </td>
                      <td style="text-align: left; ">
                                            <math overflow="scroll">
                                                <mrow>
                                                    <mi mathvariant="italic">result</mi>
                                                    <mo>=</mo>
                                                    <mi>0.0</mi>
                                                </mrow>
                                                </math>
                                        </td>
                    </tr>
                  </tbody>
                </table>
              </div>
              <p>
                        where <math overflow="scroll"><mi mathvariant="italic">r</mi></math>
                        is the current interpolated texture coordinate, and
                        <math overflow="scroll">
                            
                            <msub><mi mathvariant="italic">D</mi>
                            <mi mathvariant="italic">t</mi>
                            </msub>
                        </math>
                        is the texture value sampled from the currently bound texture.
                        <math overflow="scroll"><mi mathvariant="italic">result</mi></math>
                        is assigned to
                        <math overflow="scroll">
                            
                            <msub><mi mathvariant="italic">R</mi>
                            <mi mathvariant="italic">t</mi>
                            </msub>
                        </math>.
                    </p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_TEXTURE_BORDER_COLOR</code>
              </span>
            </dt>
            <dd>
              <p>
                        The data in <em class="parameter"><code>params</code></em> specifies four values that define the border values that
                        should be used for border texels. If a texel is sampled from the border of the texture, the
                        values of <code class="constant">GL_TEXTURE_BORDER_COLOR</code> are interpreted as an RGBA color to match the
                        texture's internal format and substituted for the non-existent texel data. If the texture contains depth
                        components, the first component of <code class="constant">GL_TEXTURE_BORDER_COLOR</code> is interpreted as a depth value.
                        The initial value is
                        <math overflow="scroll">
                            <mrow>
                                <mfenced open="(" close=")">
                                    <mrow>
                                        <mn>0.0</mn>
                                        <mo>,</mo>
                                        <mn>0.0</mn>
                                        <mo>,</mo>
                                        <mn>0.0</mn>
                                        <mo>,</mo>
                                        <mn>0.0</mn>
                                    </mrow>
                                </mfenced>
                            </mrow>
                        </math>.
                    </p>
              <p>
                        If the values for <code class="constant">GL_TEXTURE_BORDER_COLOR</code> are specified with <code class="function">glSamplerParameterIiv</code>
                        or <code class="function">glSamplerParameterIuiv</code>, the values are stored unmodified with an internal data type of
                        integer. If specified with <code class="function">glSamplerParameteriv</code>, they are converted to floating point with the following
                        equation:
                        <math overflow="scroll">
                            <mrow>
                                <mi mathvariant="italic">f</mi>
                                <mo>=</mo>
                                <mfrac>
                                    <mrow>
                                        <mn>2</mn>
                                        <mi mathvariant="italic">c</mi>
                                        <mo>+</mo>
                                        <mn>1</mn>
                                    </mrow>
                                    <mrow>
                                        <msup>
                                            <mn>2</mn>
                                            <mi mathvariant="italic">b</mi>
                                        </msup>
                                        <mo>-</mo>
                                        <mn>1</mn>
                                    </mrow>
                                </mfrac>
                            </mrow>
                        </math>.
                        If specified with <code class="function">glSamplerParameterfv</code>, they are stored unmodified as floating-point values.
                    </p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="notes">
        <h2>Notes</h2>
        <p>
            If a sampler object is bound to a texture unit and that unit is used to sample from a texture, the parameters in the sampler
            are used to sample from the texture, rather than the equivalent parameters in the texture object bound to that unit. This
            introduces the possibility of sampling from the same texture object with different sets of sampler state, which may lead to
            a condition where a texture is <span class="emphasis"><em>incomplete</em></span> with respect to one sampler object and not with respect to
            another. Thus, completeness can be considered a function of a sampler object and a texture object bound to a single
            texture unit, rather than a property of the texture object itself.
        </p>
        <p>
            The results of a texture lookup are undefined if:
            </p>
        <div class="itemizedlist">
          <ul class="itemizedlist" style="list-style-type: disc; ">
            <li class="listitem">
              <p>
                    The sampler used in a texture lookup function is not one of the shadow sampler types, the texture object's base
                    internal format is <code class="constant">GL_DEPTH_COMPONENT</code> or <code class="constant">GL_DEPTH_STENCIL</code>, and the
                    <code class="constant">GL_TEXTURE_COMPARE_MODE</code> is not <code class="constant">GL_NONE</code>.
                </p>
            </li>
            <li class="listitem">
              <p>
                    The sampler used in a texture lookup function is one of the shadow sampler types, the texture object's base internal format
                    is <code class="constant">GL_DEPTH_COMPONENT</code> or <code class="constant">GL_DEPTH_STENCIL</code>, and the
                    <code class="constant">GL_TEXTURE_COMPARE_MODE</code> is <code class="constant">GL_NONE</code>.
                </p>
            </li>
            <li class="listitem">
              <p>
                    The sampler used in a texture lookup function is one of the shadow sampler types, and the texture object's base
                    internal format is not <code class="constant">GL_DEPTH_COMPONENT</code> or <code class="constant">GL_DEPTH_STENCIL</code>.
                </p>
            </li>
          </ul>
        </div>
        <p>
        </p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>sampler</code></em> is not the name of a sampler object previously
            returned from a call to <a class="citerefentry" href="glGenSamplers.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenSamplers</span></span></a>.
        </p>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>params</code></em> should have a defined
            constant value (based on the value of <em class="parameter"><code>pname</code></em>) and does not.
        </p>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if <code class="function">glSamplerParameter{if}</code> is called for a non-scalar
            parameter (pname <code class="constant">GL_TEXTURE_BORDER_COLOR</code>).
        </p>
      </div>
      <div class="refsect1" id="associatedgets">
        <h2>Associated Gets</h2>
        <p>
            <a class="citerefentry" href="glGetSamplerParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetSamplerParameter</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>API Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="4">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.2</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glSamplerParameterf</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glSamplerParameteri</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glSamplerParameteriv</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glSamplerParameterfv</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glSamplerParameterIiv</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">
                  <code class="function">glSamplerParameterIuiv</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="glGenSamplers.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenSamplers</span></span></a>,
            <a class="citerefentry" href="glBindSampler.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindSampler</span></span></a>,
            <a class="citerefentry" href="glDeleteSamplers.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteSamplers</span></span></a>,
            <a class="citerefentry" href="glIsSampler.xhtml"><span class="citerefentry"><span class="refentrytitle">glIsSampler</span></span></a>,
            <a class="citerefentry" href="glBindTexture.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>,
            <a class="citerefentry" href="glTexParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2010-2015 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
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